Bend Water
[Time:: Action] [Target:: Up to a Medium Sized patch of water in Shooting Distance]
[Components:: Health and Vitality]
[Test:: Mage Stat Concentrating]
Regardless of your Mage Stat Score, this Ability takes effect.
Control up to a 1u cube of water (including its frozen forms) that you can see within range. The water must not be animated or magical. If an effect below states that "you can spread this effect using a Beat, then you can spend a Beat to duplicate the main effect of that option to another adjacent 1u cube. All effects duplicated in this way do not grant additional Stacks of Concentrating.
The effects of this Ability will only last while Concentrating on the Ability. You can spend a Beat to change the chosen effect without rerolling Concentration. For example, you can move a cube of water 1u per Beat spent.
You can manipulate the targeted water in one of the following ways:
- Move Water.
- You can move the water up to 1u in any direction. This movement does no damage, even when moving ice.
- Redirect Water.
- You can stop or redirect the flow of the water.
- Spread Fog.
- You can create up to a 1u cube of fog, provided that it is adjacent to at least one gallon of water. You can spread this effect by spending a Beat. Your fog can be dissipated by a moderate wind.
- Spread Color.
- You can uniformly change the water's color, opacity, or both. You can spread this effect as an Action.
- Melt.
- You can melt the water.
- Freeze.
- You can freeze the water, provided that no creatures are inside it. When freezing a surface, you can create a 1u patch of slippery ground. Any creature standing on that surface or that walks over that surface on their turn must make a Dexterity save: [..9] They fall Prone and gain a stack of Slowed. [10..19] They can walk up to 4u across ice without another Test. [20..] They do not need to make another ice Test that turn.
- Animate.
- You can form simple, faltering shapes out of water and animate them. (Examples: A watery rabbit leaps from the pond's surface, running and dodging watery hands.)
- Creation(1).
- You gain a new options for the Ability:
- Create Fountain.
- You can create a stream of water at a point within range that harmlessly spews out 10 gallons onto another point within 1u.
- Create Rain.
- You can summon a light drizzle to rain on any or all of the area up to 12u around you. The drizzle douses the area, extinguishing any and all flames, provided that they can be extinguished by water.
- Create Fountain.
- You gain a new options for the Ability:
- Creation(2). Requires Level 5.
- You gain a new options for the Ability:
- Create Fog.
- You can create a 4u cube of fog centered on a point you can see. The fog flows around corners. You can spend a Beat to spread this effect to up to four adjacent 1u cubes. Your fog can be dissipated by a strong wind.
- Create Sleet.
- You can create a flurry of sleet in a 4u cube within range that you can see. Any creature within the storm takes 1 Fluid/Cold damage at the start of their turn or when they first enter the storm on their turn. The storm freezes all walkable surfaces within the cube to ice, requiring the ice saving throws described above.
- Create Fog.
- You gain a new options for the Ability:
- Creation(3). Requires Level 10.
- Create Blizzard.
- Same as the "Create Sleet" option above, but with the following changes: Any creature within the storm has half vision, and you can spend a Beat to spread the storm to another four 1u cubes.
- Create Blizzard.
- Defensive.
- Gain a Base+1 Defense against all Cold Damage.
- Reactive.
- Gain a prepared reaction:
Manipulate Fire Reaction[Time:: Reaction] [Target:: A creature in Shooting Distance]
[Trigger:: When the target creature must make an Ability Test for an Ability that deals Ice Damage]
Force the target to make their Ability Test with a Disadvantage.